198,763 Commits over 4,140 Days - 2.00cph!
Encapsulating networkentity field
more instance/local game client reworking
Remvoed bad return in ItemActikon.OnItemActionCallback
Animation bool callback clear method cleanup
AIAction.State set to active in Run before invoking the template's RunImplementation. Action implementation can assume that the state is active (fixes ItemAction's animation bypass mode callback returning early)
Cleaned up behaviour smartObject subscription management
BuildingUnit is now a networkentity
BehaviourChain.Break cancels smartobject subscriptions after breaking behaviours (hopefully fixes OOE issue with AIBehaviour event callbacks)
AI actions run/tick/simtick impls return execution state instead of void (no longer call action.End or .Break from within the impls)
Renamed Behaviour to AIBehaviour to stop unity whining
Renamed Animation to UniAnimation, also due to whining
Fixed multiple activity notifications of the same type and from the same creator being suppressed (now optional on the def)
merge from compound branch
Removed detail layer from hoodie material
Subtract the subtract and use .updatePosition instead of toggling NMA enabled state
Added the missing return in GoToSmartObject from
16100
fixed longstanding AI NRE in certain situations
Fixed need defs editor not showing the fulfilment conditions
Fixed group needs not triggering
Tiding up some of the building networking code.
Another autoturret order tweak
Added missing return in GoToSmartObject.
Warping added to Navigation logs.
BigInfoText uses the new characters events
Character events work in progress
Fixed q=2 penumbra hard edge on spot lights
Fixed q=2 point light artifact when close to camera + penumbra size
Added a method to disable navigation and warp to a position.
Going to smart objects now warps to the interaction position and leaving them unwarps.
Fixed SuppliesConsideration and Condition not correctly getting the settlement.
GoToUnit action is a bit more lenient.
Coverage queries debug fix
Added and toggled builtin async gpu read path to occlusion culling (testing)
Fixed settlement housing and food needs missing their completion conditions
Another attempt and cleaning up animation bool change callbacks
Item.PickUp no longer adds the item to the unit's group (pending issues that this make unearth, but we need a better solution)
fix size of _ignore_this_common_lua_header_ in both builds
Animation component tick/bool change callback runs every frame to avoid potential lingering fuckery
Fixed NRE when CookCookable process finished
Tweaks and optimizations to AO
Fixed temporal AO motion vector frame delay
Settlement leader keyword name fix, include claiming group in activity data
fixed 64-bit CVertexBuilder::Fast4VerticesSSE
fixed a bunch of boring todos
Settlement levels, activity, keywords, enum gen
remove R_CullBoxSkipNear, merge R_CullBox